How do you manage such a high polycount in blender? And do you use any plugins for getting your Zbrush scene into blender? Im working on quite a capable machine but my setup really starts to suffer once I go beyond 15mil Polys. Love your work! Great Timelapse!
@ArmoredColony4 сағат бұрын
I always decimate the model before sending it anywhere else. I used the USD exporter plugin (built into ZBrush) for different body part files (head, torso, tail, etc); and simply dragged each file into the blender viewport (the old-school way). I already had a ztool for each one of those parts, just so I could work comfortably. That way, I could focus on just the hand, for example, without the huge tail getting in the way. But even with decimated meshes, the curve modifier I used for the tail in Blender was really slow. I don't think any amount of hardware will prevent blender from getting slow much earlier than ZBrush; it's just built different. It's not specialized for sculpting. And thank you.
@mooiijloupКүн бұрын
Awesome
@ArmoredColonyКүн бұрын
Awesome oppossum!
@paranoidpanzerpenguin5262Күн бұрын
What brushes do you use? Like for the raised edges and insets
@ArmoredColonyКүн бұрын
It's the Warframe Trim Brush: a Standard brush with Alpha 39 I believe.
@PrimordialStrange2 күн бұрын
Excellent work! Do you have any specific tutorials where you go through various hard surface workflows and tips you've used throughout the video? Thank you
@ArmoredColony2 күн бұрын
This was going to be it. I had 60 hours of realtime videos, but they were too many to upload. Maybe I'll upload a few of them here so they don't go to waste.
@louissnuggleton45442 күн бұрын
back in the groove. thats what im talking about myyy maaan
@ArmoredColony2 күн бұрын
@@louissnuggleton4544 ¯\(◉◡◔)/¯
@gabocavallaro2 күн бұрын
I liked this model so much and I was looking forward the HS modelling process in ZB, thanks for uploading it!
@ArmoredColony2 күн бұрын
It was gonna be a ZBrush tutorial, but Artstation wouldn't let me upload it because there were too many video files. Decided I would make a shorter tutorial next time and keep this as a time lapse.
@cgooch_2 күн бұрын
Excellent work as usual. Good stuff man.
@ArmoredColony2 күн бұрын
Thanks friendo
@Dmitry21842 күн бұрын
Polypaint to polygroups then polish by pg looks neat. Good for a quick retopo👌
@ArmoredColony2 күн бұрын
It's super useful, but sometimes you have to fight the autoretopo and I start thinking that manual retopo might be faster. I will try to make the next character in Blender and give it a try so I can compare.
@ArmoredColony2 күн бұрын
Renders on Artstation: www.artstation.com/artwork/8B1kLR
@yuipham26075 күн бұрын
it's a must have!!!!
@ArmoredColony5 күн бұрын
Thanks for the endorsement friend
@bossfight53659 күн бұрын
UE Lighting artist here :) Love your work man this is a sweet model. In general, lights will always look better than HDRs in unreal as they have more control than the skylight. I use the skylight as a nice baseline, to build a lighting setup on top. Doesnt have to be too fancy. If you want to use HDRs only, your best using pathtracer, because it accurately calculates the HDR as opposed to the skylight which roughly estimates :D Skylight is a bit fiddly when compared to a HDRIs in other programs. You will want high resolution numbers, which if running realtime would be a performance hit but because your are rendering out with sequencer/render queue you should be fine to pump that up to the actual resolution of the HDR youre using. Also play around with the indirect lighting intensity on your skylight and other lights. With the way you are using your lighting setups, if you need different ones per camera, you might be better off making lighting sublevels and using the level visibility tracks in sequencer show which are hidden or visible for each camera. This is heaps quicker/easier than individually animating/keying the transforms of each light. The shimmering/noise is likely lumen having a hard time in low light with no environment. As UE is designed primarily for games, a lot of the default settings targeting general use. In your post process volume you can increase the lumen quality. Play with increasing the Ray lighting mode (Hit lighting for reflections), scene lighting quality, final gather quality. You will just have to fiddle with different values, wrangling lumen is an art :') There are heeeaaaaps of console commands which will increase the quality of your viewport and renders. Happy to list what I use for cinematic trailers, but ill give you one or two here which might make your viewport a little nicer. r.Tonemapper.Sharpen 1 r.ScreenPercentage 120 (Increases the resolution within the bounds of the camera resolution so 1920x1080 x 1.2) hope some of this helps!
@ArmoredColony9 күн бұрын
Thank you so much for your time and all the tips. I appreciate your knowledge very much. I wish you a great day.
@Dread-Drake10 күн бұрын
Well, probably I also stucked with this. I dont really like the quality of Unreal, compared with Toolbag ( Raster ). There's something approximated with built-in shaders or lighting when it comes to closer look. I can't get shadows via translucency hair material, because RT shadows doesn't work with this. It forced using cheap alpha test. Volumetric shadow casting also doesn't work with RT and a bunch of limitations. Texture compression, sometimes I can even see those "jpeg" pixels on my characters. Final render is awfully ghosting and flickering cuz of Temporal AA, Denoisers and Final Gathering, even increased settings doesn't solve this. Have no any problem in Toolbag since the third version. Even on this old build we can get dithered alpha for hair card materials with some nice alpha & shadow casting, without another one engine tweaks or nodes pasta So... I decided to drop UE, for me it doesn't feel like the time saver, more like searching the solutions of the problems. More faster way is render in Toolbag or offline renders, maybe Arnold / Cycles with OID denoiser
@ArmoredColony10 күн бұрын
I liked Toolbag more as well, I just didn't like the price. Lots of settings in Unreal that I'm clueless about.
@Dread-Drake10 күн бұрын
@@ArmoredColony As far I remember, Toolbag 3 was free. But there's a difference between 4 and 5 version, that have Path Tracing and Hybrid-Raster engine, while Toolbag 3 had Voxels Based Global Illumination which is not quite accurate, but still can provide not so bad quality similar to game engine. There's also separate UE 5 brunch with RTXDI and realtime Path Tracing algorithms, but I think it's still so far from offline renders and requires time to set up whole scene and shaders
@ArmoredColony10 күн бұрын
Probably still have my old Toolbag license, just can't remember what version I used last since it was ages ago. There is no way I'm compiling Unreal :p At that point it's less of a hassle to just use Blender. But it was fun learning new things and now I'm not completely clueless if I ever need to open Unreal again. I feel like games are just creating new problems and then trying to solve them. Or maybe that's just Nvidia trying to sell the latest and greatest GPU.
@Dread-Drake10 күн бұрын
@@ArmoredColony Might be... Actually, it isn't bad that we have new technologies. A few years ago we can't even thinking about real time RT or Multiple Dynamic Shadow Casting, Global Illumination and etc. And mostly, I really like improvements and GPU-acceleration nowadays, especially on offline calculations and renderers in general, Nvidia did really great job. Graphics are being good on a tech way. But what doesn't feels good - it's a newer games, I agree with that. Seems like Nvidia just trying to standardise their DLSS upscalers and some messy intelegence stuffs on newer cards, ray tracing, after all. And of course Unreal will support such technologies too, making an illusion that their engine is something special, getting more investors and attention by other side. Sounds like a business model But the real deal comes with problems when you working with engine, theres a lot of stuffs need to be polished or fixed before doing big games. Devs doesn't give enough attention and thinking that in-built features will help a lot. Now we have stuttering games with blurry image, temporal dependence artifacts, same flickering graphics, bad optimization, and what's more important - poor art-design. In the right hands UE it's a good point to start making game, but it's way more complicated. Even in the Unreal Engine 3 era, there were many games, but mostly the engine was hard modified to speed up rendering. For now, I think DCC software and Renders still very good pipeline
@ArmoredColony10 күн бұрын
@@Dread-Drake I agree. I just wish we didn't have to pay so much for gpu memory.
@xXxShankersxXx10 күн бұрын
lighting and post process effects will fix alot of your issues , i wouldnt suggest usiing just a sky light as your own source
@ArmoredColony10 күн бұрын
@@xXxShankersxXx I'm very inexperienced with realtime lighting :p Can I ask what kind of post process effects you are referring to?
@eclairesrhapsodos549611 күн бұрын
I remember there is a button "Take high resolution screenshot" IDK if it would work with PT tho
@ArmoredColony11 күн бұрын
I tried it before but it would look nothing like the viewport Pathtrace; so I couldn't rely on it. Thanks for the tip though.
@kaiserm2110 күн бұрын
@@ArmoredColony You have to set the screenshot timeout cvar, so that it will wait for the sampling to complete before taking the screenshot. This way it will work consistently. Still annoying that there is no "single frame render" button.
@ArmoredColony10 күн бұрын
@@kaiserm21 I experimented a little more. As long as I kept the Screenshot Size Multiplier to 1.0, the capture looked good, but setting it to 2.0 gave me a noisy image. Increasing the `r.HighResScreenshotDelay` value and taking a screenshot with the `HighResShot` command worked better. Thanks for the tip!
@NickEnchev11 күн бұрын
I use Marmoset myself, but I bet you could get some good results with cycles.
@ArmoredColony11 күн бұрын
Probably, but I like some of Toolbag's conveniences, like a slider for some extra Sharpness or a checkbox to render the Wireframe on top; things you can do in Blender but require more time to set up.
@Art-hn1xk11 күн бұрын
My work asked me to do a test run with Unreal, as they were considering incorporating it into our creative team. I found it more of a struggle than a time-saver. The long shader compilation times were frustrating, and I realized I was relying heavily on the path tracer for renders, which defeated the purpose of real-time rendering. In the end, we decided to stick with Blender and render in Cycles-no reason to complicate things.Great video, love the model.
@ArmoredColony11 күн бұрын
Agreed. I'm sure it's a time saver for someone, just not us. And thanks, friend.
@ArmoredColony11 күн бұрын
@@Art-hn1xk question, what type of stuff does your work do?
@Art-hn1xk11 күн бұрын
@@ArmoredColony Event displays, trade shows, auto shows. All aspects from design/concept renders to production.
@ArmoredColony11 күн бұрын
Got it
@ElysianFlame11 күн бұрын
"hello concentration span depraved human, wait for the video I need chocolate sustenance" lovely
@ArmoredColony11 күн бұрын
Haha, I had to. It gave me no choice!
@louissnuggleton454411 күн бұрын
i wonder.. have you thought about mentoring?
@ArmoredColony11 күн бұрын
Yeah, but I've never had a job, so I'd be mentoring on how to be a bum. Don't want to mentor someone into unemployment XD
@louissnuggleton454411 күн бұрын
@@ArmoredColony i think youre underestimating your abilities by quite alot. definetly above average ability in sculpting/modeling. solid knowledge of texturing/presenting. good at organisation (the hotkey spreadsheet for example, or production quality of your videos). gotta give yourself more credit :) unemployment doesnt make you a bum, im sure the reasons are unrelated to your 3d abillities
@louissnuggleton454411 күн бұрын
also creating content, making scripts and selling kitbash is def a job regardless of the sales
@ArmoredColony11 күн бұрын
I guess you're right. I forget I've done that stuff. I just like to throw myself on the floor so someone will pick me up. Thank you, friend!
@ArmoredColony11 күн бұрын
@@louissnuggleton4544 (੭。╹▿╹。)੭
@verendale178911 күн бұрын
Unreal kind of is "marketing hype" in some regards in my opinion. Well, at least as a Game Dev; it's probably much better for Art and Hollywood projects that don't have to run smooth and have gameplay. But even then things like Lumen and Nanite are very finnicky and have some ugly results sometimes (and god help u if you try to make a combination of Lumen and TSR not ghost and shimmer in a game project you will need it). Just a lot of features that are like "It looks and works like magic!!....under these specific circumstances, also we will conveniently leave the caveats out of the Promos"
@ArmoredColony11 күн бұрын
True, I've seen those videos on that dev that talks about optimizing games, and how Unreal basically hides its flaws with blurry TAA, and how manual LODs with minimal overdraw give you better performance than Nanite. But at the same time, they've made an engine so that noobs like me that know little about that stuff can just click a checkbox and quickly get something out of it, with some obvious quality and performance compromises.
@verendale178910 күн бұрын
@@ArmoredColony Oh yeah it's still an amazing tool and it's insane that people can just use it for free. Just some of that lack of transparency with Epic that bothers me when they oversell things as magic. I saw parts of that video and it's kinda overstated, TAA can look pretty nice if you know what you are doing.
@ArmoredColony10 күн бұрын
Ah, but how many people know what they're doing :p
@samnoskov414512 күн бұрын
For easier Render Movie Queue - make a Level Sequencer, drop all your stuff from the level there and set the keyframes for visibility. That way you can control your cameras and setup lighting for each shot with ease. Afaik there's no plug-in that does it, but I've always done static renders this way. Oh and just a tip - make 1-2 buffer frames before actual shots. In my experience it always takes some frames to warm up and produce quality renders. Might my PC's skill issue tho idk :D
@ArmoredColony12 күн бұрын
Fuck, we have to animate our lighting setups? XD. Also, I saw some warmup settings so I thought those might be enough, but maybe real frames are needed. I will try out your tips. Thanks a lot.
@DragonWarpFX12 күн бұрын
Hold down alt and you can pivot
@ArmoredColony12 күн бұрын
Of course, but I meant pivot around your cursor placement or zooming to the mouse cursor too, basically by allowing to set a focus point more easily, since the F key centers around the entire object, but I might want to pivot around the hand only, for example.
@DragonWarpFX12 күн бұрын
@@ArmoredColony oh yeah, i dont know if theres away to do that, maybe check in preferences or maybe there's a plugin for it
@ArmoredColony12 күн бұрын
Will do
@ArmoredColony12 күн бұрын
Also, why does HDRI lighting look fugly?
@callumharper328115 күн бұрын
Skillz. Whats the reason for cancelling the extrude before scaling along normals each time?
@ArmoredColony15 күн бұрын
@callumharper3281 - I think it was because I was new to blender and I hadn't set up a hotkey to extrude along normals. There was also a time where blender didn't have the ability to hotkey items directly from menus and I hated going through the key map editor. Now I have extrude along normals on Alt E since I barely use the other extrude options.
@callumharper328115 күн бұрын
@@ArmoredColony Oh nice, thought I was missing out on some cool trick. Great videos by the way, plenty of relevant content even several years on.
@ArmoredColony15 күн бұрын
Glad my silly videos were welpful
@neumann194015 күн бұрын
A masterpiece, mind you asking how to record such time-lapse videos ?
@ArmoredColony15 күн бұрын
Recorded the entire thing with OBS, used Davinci Resolve to speed up some video clips I found interesting while discarding the rest. Final Render clip was done with Keyshot
@louissnuggleton454417 күн бұрын
any chance you could do a tutorial series for people that want to switch to blender?
@ArmoredColony17 күн бұрын
What are you switching from?
@louissnuggleton454417 күн бұрын
@@ArmoredColony used maya first, then tried max, then modo and now blender. got hard ops/boxcutter, mesh machine, machinetools, gob. downloaded your toolkid (which is hella nice btw) and am switching some keys in your files. really just looking for blenders advanced modeling workflows (mostly subd, flatten faces, selection tricks, bevel/chamfer mechanics and creasing capabilities) . most blender tutorials really focus on this middle poly workflow or try to teach you how to crawl. edit: forgot the most important thing. quick ways to change pivot position and alignment
@ArmoredColony17 күн бұрын
@louissnuggleton4544 haha, glad it's useful. Feel free to change whatever you can. I originally made my addon to suit my needs, so I'm happy you were able to switch the keys to fit your needs a little better. I have a flatten script somewhere in there (Armored Flatten I think I called it). I remember trying to script something similar to Maya's dynamic pivot; I think I made something basic and discarded it because I wasn't experienced enough with scripting in blender yet. I can probably make something better now. I also miss Maya's Weld Tool; should probably make that too.
@louissnuggleton454417 күн бұрын
@@ArmoredColony god. if you make mayas cut tool and weld tool ill pay up to 30 bucks (individually) for it. i miss the cut tool the most really
@ArmoredColony17 күн бұрын
I believe you. Maya didn't have a lot of tools, but the few it did have were really good.
@kurikuri060818 күн бұрын
Your a legend ! thank you !
@ArmoredColony18 күн бұрын
YOU're a legend!
@androthebotАй бұрын
Please update to latest Blender version.
@ArmoredColonyАй бұрын
Hello friend, I need to know what version you are running first and a screenshot of the errors you are getting. I cannot help without that info. I recommend sending those by email to: [email protected] Current addon version is 1.3 Rev 10, check to see if you are on an older version.
@HappyBowser777Ай бұрын
I'm getting an error when doing Curve > Wire Generator. Everything else works.
@ArmoredColonyАй бұрын
Make sure you're on the latest version. An email with the error would be helpful.
@HappyBowser777Ай бұрын
@@ArmoredColony I will have a look, thanks!
@ArmoredColonyАй бұрын
Latest version is 1.3 Rev 10
@frappedelimon4351Ай бұрын
0:15 that "....hello?" sounds sooo adorable, like he's shyly popping out of the door frame hoping we allow him to step in. anyways great tutorial thank you!!
@ArmoredColonyАй бұрын
Dont know why I said hello 15 secs in XD
@ZeroDeanАй бұрын
I agree, this would be nice to have in Blender. The cool thing is all we need is someone to implement it... As it's very doable.
@ArmoredColonyАй бұрын
yup yup
@stevejjdАй бұрын
Take what you miss and show Alexey who is making Modeler for houdini
@ArmoredColonyАй бұрын
That sounds good, but I dont even use houdini :p
@3dkiwi920Ай бұрын
Same as soft selection in Maya?
@ArmoredColonyАй бұрын
@@3dkiwi920 similar, but not quite the same implementation.
@cowblessАй бұрын
Geonode tools can help with this, and you'll be able to set a falloff you need too. Also if you hide all except for the faces to scale, you can use proportional editing. The trapezoid example is even more trivial - loop tools. You move only the bottom vertices closer and then apply gstretch. Know the tool first, these things (except geonode initial setup) are a few clicks away.
@ArmoredColonyАй бұрын
I will give geo nodes a try, I'm just not familiar with the system yet. I actually tried the trapezoid example with Proportional Editing first but I couldn't explain why something so simple didn't work (the border edges were curving), so I left it out of the video. Turns out I forgot to constraint my selection to an axis so I was just being stupid. But yes, Prop Edit works perfectly with that example. Thanks for the info. The Gstretch name confused me so I never used it, but now I know.
@cowblessАй бұрын
@@ArmoredColony I wish we had simpler things like a gradient tool you showcased, actually! But I imagine it's either going to be a mod, that's annoyingly going to have sketchy update schedule, or it has to be some form of a compromise with default tools, GN and core plugins like looptools. GN being preferable since they can even draw their own UI that's not python dependent. I know what it's like to move software so I hope wherever you end up you enjoy even more and find all the substitutes easily!
@ArmoredColonyАй бұрын
@@cowbless Ah don't worry about me, I made the switch a long time ago. I'm super comfortable with Blender now. The only reason I made this video is because they announced Modo is officially dead and won't be getting any new updates; so I got nostalgic about it. Thank you for the support my friend
@Auji_CGАй бұрын
Topology Pen Tool, Rounded Edge Shader and the sexy UI
@ArmoredColonyАй бұрын
I remember all of them; no complaints here.
@AlexMorellonАй бұрын
What about proportional editing? With correct placement of the 3D cursor and masking the vertices you don’t want to affect you could get something close, I think…
@ArmoredColonyАй бұрын
for the example where I simply tapered the squared selection, you actually can use Proportional Editing just fine, but I couldnt seem to make it work for the large pattern I had at the beginning.
@MoidMxАй бұрын
😭😭😭Also learning blender, but there are a lot of stuff I miss. hope Modo will last teh 10 years they ae saying.
@ArmoredColonyАй бұрын
It's easy, just learn little by little. Open blender every now and then, test how 1 tool works and then close it. One day, you will suddenly realize you're familiar with a bunch of different tools and already know how things work. There's no need to learn it overnight.
@MoidMxАй бұрын
@@ArmoredColony Thank you for the response! That's exactly what I've been doing. As I learn, I really appreciate Modo, just like you mentioned in your video. However, it's all about adapting, and I love picking up new programs and tools. There are definitely some features in Blender that are fascinating me right now. BTW your work is amazing!
@ArmoredColonyАй бұрын
@@MoidMx same for me, every software has its charm... and its annoyances. At the beginning, I was very frustrated with blender, now I'm super comfortable. And thanks for letting me know you like my work. That's always nice to hear.
@ShrikeGFXАй бұрын
Cinema 4D has a extremely powerful "Fields" structure which is what you describe. You can do even noise fields, or audio, or mix them together and change vertex colors with it and much more.
@ArmoredColonyАй бұрын
@@ShrikeGFXI heard than in C4D you can add stuff like a SubD modifier to a group of objects, right? In blender each individual object needs the modifier, you can't add it to the group/collection. C4D looks really cool to me, I just never got into it because I heard it was better at motion Graphics than 3d modeling.
@ShrikeGFXАй бұрын
@@ArmoredColony Yes exactly. C4D also has parametric primitives which you can still change. Also C4D has Volume Builder which is a game changer in modeling
@ArmoredColonyАй бұрын
@@ShrikeGFX I'm looking at volume builder videos, but I'm not sure I understand exactly what it does. It looks like you can use it to remesh objects together and smooth the result. So maybe a non-destructive Boolean, Remesh and Smooth in a single tool?
@ShrikeGFXАй бұрын
@@ArmoredColony In basis its a voxelizer but it is much more powerful than lets say basic voxelization in blender. You have layers like in photoshop where you can put in your objects which will then be voxelized. You can smooth the connections individually, also you can apply noises or fields to the surface, this way you can make a highpoly concrete or other damaged surface without any sculpting. Since its voxelized you can also boolean and smooth together anything without any topology issues. Often I just make volume builder highpolies and then polyreduce them for final lowpolies. Also since its parametric you can also just turn it off and you still have your lowpoly meshes and use these for baking down the highpoly. Also since its voxel info you can turn it off and your highpoly file can only be a megabyte or so instead of hundreds.
@ArmoredColonyАй бұрын
@@ShrikeGFX smoothing the connections individually sounds fantastic. I wish they had a license like Unreal does, so I can comfortably learn the software first without worrying about the price.
@Isag0Ай бұрын
Geo nodes with extrude 0+ scale elements with scale=area sample by face index
@ArmoredColonyАй бұрын
I'll try it out, thanks
@MrDammed1Ай бұрын
not to say blender is better but for the first example: wouldnt it be possible to create a shape key where the holes are big and have the shape keys value be dictated by a driver thats calculating the distance or even do some geo nodes magic?
@ArmoredColonyАй бұрын
@@MrDammed1 oh yeah, I'm sure there's more than 1 way to do it. It's just nice to be able to do it as easily as it is in Modo, with minimal knowledge and a little gizmo.
@MrDammed1Ай бұрын
@ArmoredColony i understand, blender really isnt a plug and play type of software like that, annoyingly
@ArmoredColonyАй бұрын
At the same time, their python API is the reason we see so many add-ons for different things. If anything is missing or neglected by the devs, people can create a plugin for it. Now with geo nodes it should become easier to create new tools, so I think the future is bright.
@kolbeinnhugiАй бұрын
MODO is the best modelling tool I have tried. Blender is amazing at many things, but the modelling workflow in MODO was incredibly well thought out.
@ArmoredColonyАй бұрын
@@kolbeinnhugi yeah, it had so much cool functionality. But I think I prefer Blender overall, even though it lacks in some areas, simply because of its very active development. I like seeing new stuff every 4 months.
@SrObserАй бұрын
I tried geonoding this into existence, but it's not there yet. Geonodes gizmos aren't supported as tools yet, for what I understand, but that will probably be coming up real soon.
@ArmoredColonyАй бұрын
@@SrObser I'm sure blender will get there one day. Blender devs always come up with cool stuff in such a short time.
@A-n-t-o-n-yАй бұрын
Yes, modo's falloffs are really powerful. Miss them so much... Especially when it comes to creating a bevel with various radius. Regarding your example at 2:28 - it's possible to do it in Blender. Steps: 1. hide everything but the selection 2. Select 5 edges at the border 3. Scale these 5 edges using proportional editing. I can record a short vid (let me know if you need it). There is also some sort of analog for falloffs - Mira tools addon (free)
@ArmoredColonyАй бұрын
I actually did try that but it wasn't giving me a straight taper and I didn't realize why at the time, so I left it out of the video in case it was my fault (which it was). I didn't press X to constrain in the X axis while using the falloff, and that's why my shape was curving, so I was just being stupid XD I've only ever used Mira Tools for shaping selections into curves.Thanks for letting me know about the other options.
@A-n-t-o-n-yАй бұрын
@@ArmoredColony Well, mira's falloffs isn't so powerful as modos. But it's something. I'm glad it was helpful. It's good to be able to share info also, and not consume only great tips from your channel :)
@A-n-t-o-n-yАй бұрын
@@ArmoredColony By the way, you might want to check "Hide Only Vertex [Lock Vertex] " addon. With it you can avoid hiding(step 1), and lock/unlock points instead. As I remember, there was the same isolate tool in Modo(lock/isolate? - forgot its name)
@ArmoredColonyАй бұрын
@@A-n-t-o-n-y For sure. There's just so much to 3d software like blender that you can spend your entire life using it and still not know everything. I always love when people teach me stuff I didn't know. It makes me more powerful!
@MeshVoidАй бұрын
Good software, pity it's out of service now... Would have been great if they opensourced some of the stuff to be integrated to blender.
@AlexLusthАй бұрын
loved Modo :/ Been using Max, May, Blender and Modo throughout the years, and Modo was by far the most underrated and effective of em all.
@mezzdezz3437Ай бұрын
Maybe now that we have a 10 year license for MODO and everyone can use it you could make some tutorials, just because it's fun to model in MODO.
@ArmoredColonyАй бұрын
I haven't modeled in Modo in years. I don't remember how D: I do remember spending a lot of time setting up hotkeys, installing Seneca's scripts and watching some Tor Frick tutorials.
@MetalGearMk3Ай бұрын
Maybe someone can write a addon for the falloff ?
@ArmoredColonyАй бұрын
@@MetalGearMk3could be, but I think the reason we dont have it already is a lack of demand for something like this.
@khellstrАй бұрын
@@ArmoredColony Or, it can be that the way Blender operates with Tools ( I don't have clue about how) makes it really hard to to intervene or modulate the output. But, maybe wiht GeoNode tools. If it were possible to Modulate a Geonode Tool with other Geonode setup, the you would have a Falloff. Idea that I think would be good to present the developers of Blender.
@piker78Ай бұрын
DAYYYYMN man, I really need this in Blender, can't someone write this? I'd gladly pay for this functionality!
@ArmoredColonyАй бұрын
Haha, same
@hoodboyslimАй бұрын
That could work in combination with geometry nodes.
@ratus69Ай бұрын
yes the falloff of modo was great and I miss it a lot when modeling but perhaps one day with an addon ?